Graphics: Use memory pools for render elements

This commit is contained in:
SirLynix
2022-08-30 19:27:52 +02:00
parent 7949c57f16
commit 017a6c7af3
43 changed files with 528 additions and 133 deletions

View File

@@ -0,0 +1,51 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_ELEMENTRENDERERREGISTRY_HPP
#define NAZARA_GRAPHICS_ELEMENTRENDERERREGISTRY_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/RenderElementPool.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <memory>
namespace Nz
{
class ElementRenderer;
class NAZARA_GRAPHICS_API ElementRendererRegistry
{
public:
ElementRendererRegistry();
ElementRendererRegistry(const ElementRendererRegistry&) = delete;
ElementRendererRegistry(ElementRendererRegistry&&) = delete;
~ElementRendererRegistry() = default;
template<typename T, typename... Args> RenderElementOwner AllocateElement(Args&&... args);
template<typename F> void ForEachElementRenderer(F&& callback);
inline ElementRenderer& GetElementRenderer(std::size_t elementIndex);
inline std::size_t GetElementRendererCount() const;
template<typename F> void ProcessRenderQueue(const RenderQueue<const RenderElement*>& renderQueue, F&& callback);
template<typename T> void RegisterElementRenderer(std::unique_ptr<ElementRenderer> renderer);
inline void RegisterElementRenderer(std::size_t elementIndex, std::unique_ptr<ElementRenderer> renderer);
ElementRendererRegistry& operator=(const ElementRendererRegistry&) = delete;
ElementRendererRegistry& operator=(ElementRendererRegistry&&) = delete;
private:
std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
};
}
#include <Nazara/Graphics/ElementRendererRegistry.inl>
#endif // NAZARA_GRAPHICS_ELEMENTRENDERERREGISTRY_HPP